1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 //    http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14 
15 #ifndef sw_SamplerCore_hpp
16 #define sw_SamplerCore_hpp
17 
18 #include "PixelRoutine.hpp"
19 #include "Reactor/Reactor.hpp"
20 
21 namespace sw
22 {
23 	enum SamplerMethod
24 	{
25 		Implicit,  // Compute gradients (pixel shader only).
26 		Bias,      // Compute gradients and add provided bias.
27 		Lod,       // Use provided LOD.
28 		Grad,      // Use provided gradients.
29 		Fetch,     // Use provided integer coordinates.
30 		Base       // Sample base level.
31 	};
32 
33 	enum SamplerOption
34 	{
35 		None,
36 		Offset   // Offset sample location by provided integer coordinates.
37 	};
38 
39 	struct SamplerFunction
40 	{
SamplerFunctionsw::SamplerFunction41 		SamplerFunction(SamplerMethod method, SamplerOption option = None) : method(method), option(option) {}
operator SamplerMethodsw::SamplerFunction42 		operator SamplerMethod() { return method; }
43 
44 		const SamplerMethod method;
45 		const SamplerOption option;
46  	};
47 
48 	class SamplerCore
49 	{
50 	public:
51 		SamplerCore(Pointer<Byte> &constants, const Sampler::State &state);
52 
53 		Vector4s sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy);
54 		Vector4f sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
55 		static Vector4f textureSize(Pointer<Byte> &mipmap, Float4 &lod);
56 
57 	private:
58 		Vector4s sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function, bool fixed12);
59 
60 		void border(Short4 &mask, Float4 &coordinates);
61 		void border(Int4 &mask, Float4 &coordinates);
62 		Short4 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod);
63 		Vector4s sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function);
64 		Vector4s sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function);
65 		Vector4s sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
66 		Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
67 		Vector4s sample3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function);
68 		Vector4f sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function);
69 		Vector4f sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function);
70 		Vector4f sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
71 		Vector4f sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
72 		Vector4f sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function);
73 		Float log2sqrt(Float lod);
74 		Float log2(Float lod);
75 		void computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function);
76 		void computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, Float4 &M, SamplerFunction function);
77 		void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function);
78 		void cubeFace(Int face[4], Float4 &U, Float4 &V, Float4 &x, Float4 &y, Float4 &z, Float4 &M);
79 		Short4 applyOffset(Short4 &uvw, Float4 &offset, const Int4 &whd, AddressingMode mode);
80 		void computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, SamplerFunction function);
81 		void computeIndices(UInt index[4], Int4& uuuu, Int4& vvvv, Int4& wwww, const Pointer<Byte> &mipmap, SamplerFunction function);
82 		Vector4s sampleTexel(Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function);
83 		Vector4s sampleTexel(UInt index[4], Pointer<Byte> buffer[4]);
84 		Vector4f sampleTexel(Int4 &u, Int4 &v, Int4 &s, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function);
85 		void selectMipmap(Pointer<Byte> &texture, Pointer<Byte> buffer[4], Pointer<Byte> &mipmap, Float &lod, Int face[4], bool secondLOD);
86 		Short4 address(Float4 &uw, AddressingMode addressingMode, Pointer<Byte>& mipmap);
87 		void address(Float4 &uw, Int4& xyz0, Int4& xyz1, Float4& f, Pointer<Byte>& mipmap, Float4 &texOffset, Int4 &filter, int whd, AddressingMode addressingMode, SamplerFunction function);
88 		Int4 computeFilterOffset(Float &lod);
89 
90 		void convertFixed12(Short4 &ci, Float4 &cf);
91 		void convertFixed12(Vector4s &cs, Vector4f &cf);
92 		void convertSigned12(Float4 &cf, Short4 &ci);
93 		void convertSigned15(Float4 &cf, Short4 &ci);
94 		void convertUnsigned16(Float4 &cf, Short4 &ci);
95 		void sRGBtoLinear16_8_16(Short4 &c);
96 		void sRGBtoLinear16_6_16(Short4 &c);
97 		void sRGBtoLinear16_5_16(Short4 &c);
98 
99 		bool hasFloatTexture() const;
100 		bool hasUnnormalizedIntegerTexture() const;
101 		bool hasUnsignedTextureComponent(int component) const;
102 		int textureComponentCount() const;
103 		bool hasThirdCoordinate() const;
104 		bool has16bitTextureFormat() const;
105 		bool has8bitTextureComponents() const;
106 		bool has16bitTextureComponents() const;
107 		bool has32bitIntegerTextureComponents() const;
108 		bool hasYuvFormat() const;
109 		bool isRGBComponent(int component) const;
110 
111 		Pointer<Byte> &constants;
112 		const Sampler::State &state;
113 	};
114 }
115 
116 #endif   // sw_SamplerCore_hpp
117